My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Godly!
F2P score
RIP

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Minions Princess Electro Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Princess Electro Wizard Mega Knight

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Princess Mega Knight

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Princess Mega Knight

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider Electro Wizard

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Minions Hog Rider Guards
Giant Snowball
Minions Hog Rider Guards Princess
Zap
Minions Guards Princess
Barbarian Barrel
Guards Princess Electro Wizard
The Log
Hog Rider Guards Princess
Earthquake
Hog Rider Guards
Arrows
Minions Guards Princess
Royal Delivery
Minions Hog Rider Guards Princess Electro Wizard
Fireball
Minions Hog Rider Princess Electro Wizard
Poison
Minions Guards Princess Electro Wizard
Lightning
Electro Wizard
Rocket
Hog Rider

Against air swarms

Spells and units that can counter air swarms.

Arrows Princess

Against ground swarms

Spells and units that can counter ground swarms.

Arrows The Log Princess Mega Knight

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Arrows Guards Princess Mega Knight

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Princess

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Minions Electro Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

The Log Arrows Minions Guards Princess Hog Rider Electro Wizard Mega Knight

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

11 The Log Arrows Minions Guards

Attack Synergies 4 10

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Arrows
Hog Rider Mega Knight
Minions
Hog Rider Mega Knight
Hog Rider
Arrows Minions The Log Guards Princess Electro Wizard Mega Knight
Guards
Hog Rider The Log
The Log
Hog Rider Guards Princess Mega Knight
Princess
Hog Rider The Log Mega Knight
Electro Wizard
Hog Rider Mega Knight
Mega Knight
Minions Arrows Hog Rider The Log Princess Electro Wizard

Defense Synergies 1 11

Arrows
Mega Knight
Minions
The Log Electro Wizard Mega Knight
Hog Rider
Guards
The Log Princess Electro Wizard
The Log
Minions Guards Princess Electro Wizard Mega Knight
Princess
Guards The Log Mega Knight
Electro Wizard
Minions Guards The Log Mega Knight
Mega Knight
Arrows Minions The Log Princess Electro Wizard

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Minions The Log Electro Wizard
Minions The Log Electro Wizard Mega Knight
Mega Knight Minions Electro Wizard
Minions Guards Electro Wizard Mega Knight
Arrows The Log Princess Mega Knight
Arrows The Log Minions Guards Electro Wizard Mega Knight
Minions Electro Wizard Arrows Princess
Arrows The Log Electro Wizard Mega Knight
Minions Princess
Guards Electro Wizard Mega Knight
Minions Guards Electro Wizard Arrows The Log Princess Mega Knight
Arrows Minions Princess Electro Wizard
Mega Knight Minions Guards The Log Electro Wizard
Mega Knight Arrows Minions Guards The Log Princess Electro Wizard
Electro Wizard Mega Knight
The Log Electro Wizard Mega Knight
Mega Knight Arrows Minions Electro Wizard
Arrows Mega Knight Minions Guards The Log Electro Wizard
Arrows The Log Minions Guards Princess Electro Wizard Mega Knight
Electro Wizard
Mega Knight Arrows Minions Guards The Log Electro Wizard

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Guards Mega Knight Electro Wizard
Electro Wizard Arrows The Log Mega Knight
Guards Mega Knight Minions The Log Electro Wizard
Guards Mega Knight The Log Electro Wizard
Guards Mega Knight
Arrows Minions Princess Electro Wizard
Guards Minions Electro Wizard
Mega Knight
Electro Wizard Mega Knight Minions The Log
Guards
Mega Knight Minions Guards
Mega Knight Arrows Guards The Log Electro Wizard
Mega Knight Guards
Princess Mega Knight
Guards Electro Wizard Minions The Log
Arrows Minions Mega Knight The Log Princess Electro Wizard

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Princess Arrows Guards The Log
Arrows The Log Princess Electro Wizard
Arrows The Log
Arrows Guards The Log
Arrows The Log Mega Knight
Arrows Minions Princess
Arrows The Log Princess
Arrows The Log Princess
Arrows The Log
Minions Guards Electro Wizard
Arrows The Log Princess Electro Wizard
Arrows Princess
The Log Princess
Arrows Minions Princess
Princess Arrows The Log
Arrows The Log Princess
Arrows The Log Princess Mega Knight
Arrows
Minions
Arrows The Log Princess Electro Wizard Mega Knight
Arrows The Log Princess Mega Knight
Minions The Log Mega Knight
Arrows Princess
The Log
Arrows The Log
Arrows The Log Princess Mega Knight
Arrows The Log Princess Electro Wizard
Arrows The Log Princess Mega Knight
Arrows The Log
Arrows Princess Electro Wizard
Electro Wizard Minions Guards
Arrows The Log Mega Knight
Arrows Princess Electro Wizard
Mega Knight
Arrows The Log Princess
Electro Wizard Minions Guards Princess
Arrows Princess Electro Wizard
Arrows The Log
Princess Electro Wizard Mega Knight
Arrows The Log Princess
Arrows
Mega Knight
Minions Guards The Log Princess Electro Wizard
Princess Electro Wizard
The Log Princess Electro Wizard Mega Knight

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